1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113
16:45TEST
TEST Take IV
16:45FIXED
FIXED Dernor Another wrong variable
16:41TEST
TEST Take III
16:41FIXED
FIXED Right-o
16:38TEST
TEST And onto TAKE II
16:38NALA
NALA Recompiling
16:38FIXED
FIXED Yup... First issue coming in!
16:36TEST
TEST TAKE I (of the many I may require, I'm afraid, as this was pretty complicated)
16:36DONE
DONE Mesa Back
15:55FAILURE
FAILURE I only discovered that I ran out of bread, so I must make a run to the store first, to make sure I won't starve soon :P
15:55STATUS
STATUS I have no clue at all if this all works (I expect loads of bugs and cockroaches tbh), but this is the first moment on which testing is possible, at all...
15:17NIL
NIL Automated updater for the actor texture
15:13TECHNO
TECHNO And I was glad I found this one in time, as the cockroaches this one could have caused are beyond imagination!
15:12FIXED
FIXED Code in the incorrect file moved to the correct one
15:11LINK
LINK And the linkup code has also been written
15:10C#
Texture configuration possible through the API now
14:42LINK
LINK Linkup code done
13:16C#
I've done the cores of getting and setting textures.... For now I'll only link this for the actors
13:04DONE
DONE I've set up the Leader property. This will be used now to determine whose sprites will appear as the Player Actor... VERRRRY important!
12:56CLOSED
CLOSED #25 (I should have done that before)
12:54UPDATED
12:34STATUS
STATUS This can take awhile, as this is hard, boring and totally unsatisfying work, but unfortunately, it must be done, or the game cannot work in any way....
12:33NIL
NIL Main code for "SpawnPlayer" has been set up... Well, most of it, as some important parts yet remain to be done...
9:24LINK
LINK Linking code for "SpawnPlayer"
0:38STATUS
STATUS A full workout will be done later, as I'm tired now
0:36ENHANCEMENT
ENHANCEMENT Rebecca I've enhanceed the flow manager of BUBBLE with a way to transfer simplisstic data between states and flows without having to rely on superglobals
- = 8 Aug 2019 = -
23:57FIXED
FIXED So I rewrote that part
23:57NOTE
NOTE I realized that I did the entire actor table in NIL wrong
22:00REMOVED
REMOVED I've (for now) removed the pathfinder.... The chance was pretty big a different pathfinder would be used anyway....
21:59FAILURE
FAILURE II guess the compiler doesn't like me for this....
21:58LINK
LINK Glue code
21:58KTHURA
KTHURA X and Y catcher (for now specialized on Actors, but over time, regular objects must also be supported).
21:52FAILURE
FAILURE For some reason Go failed me on getting all I need :-/
21:43STUDY
STUDY https://github.com/github/linguist

Not that I understand it... Hey I only have above average intelligece... Don't expect too much of me!

20:07LINK
LINK Spawn Link Code
20:03KTHURA
KTHURA Spawn
19:43LINK
LINK Please note, this class is fake... All it does is link with the C# Kthura API which will always do the real work, but this class will produce a) cleaner code, and b) can help me for when Bubble would ever be rewritten in a different setup, to maintain the code I already got.
19:42NIL
NIL Basis set up for a NIL class for Kthura
18:28KTHURA
KTHURA For the sort term Actors will follow the obstacles, however, a lot more will need to be done on the longer term...
17:11KTHURA
KTHURA I did set up some basic declarations up so I can make things work.... I now need to have a proper look in how to actually do it all best, as this can be a little bit complicated here
16:23STATUS
STATUS Time is however not on my side, and I really want to do this right... Well due to a few other projects being on shelf I can do those first, as they require less work
16:05KTHURA
KTHURA A quick view on the Kthura source I saw (just as expected) that actors are not yet supported.... So I'll need to put in support for them
15:56JUDGMENT
JUDGMENT As far as I can currently judge everything works the way it should
15:53COSMETIC
COSMETIC Normally in white letters, when you got the level cap amber letters, when you are over the level cap (can happen to characters new to the party) in red, guest characters in skyblue
15:53DONE
DONE The level numbers will now show (in Roman numbers) at the bottom of the character box
15:34NIL
NIL I've written a little NIL library which can convert arabic numbers into roman numbers
1:48GITHUB
GITHUB I've closed https://github.com/AnnSerba/A-star/ and I'll try out later if it's actually useful!
0:13TODO
TODO Investigate if there are good pathfinders for C#... Now that I think about it, there must be one....
0:13DONE
DONE I did an attempt to convert the BlitzMax pathfinder I had to C#, but due to the high number of errors, I've (for now), set it to "None", so it won't compile for now... Time is not on my side now and don't know if this is the right way to go....
- = 7 Aug 2019 = -
20:13MEDICAL
MEDICAL My shoulder still hurts, but some well placed pain skiller rub helps me to deal with the pain
20:12STATUS
STATUS I need a break now....
20:09STATUS
STATUS Scyndi All fader issues accounted for!
20:04TEST
TEST Take XVII
20:04FIXED
FIXED Miscaluclation
20:01TEST
TEST Take XVI
20:01FIXED
FIXED Pure text faders did not come to the center of the screen... Now they will!
19:50TEST
TEST Take XV
19:49POWERSHELL
POWERSHELL Since this was a bug in NIL itself NALA will need to be rebuilt
19:49FIXED
FIXED Fixed that!
19:48RESULT
RESULT AHA! The decrementor counts up in stead of down.....
19:46TEST
TEST Take XIV
19:46FIXED
FIXED Format error
19:45TEST
TEST Take XIII
19:45FIXED
FIXED A few configuration errors
19:43TEST
TEST Take XII
19:43DEBUG
DEBUG I've added an extra (temp) line which hopefully gives me more answers
19:28CONFIRMED
CONFIRMED The Fader DOES take on stage 2
19:19TEST
TEST Take XI
19:19DEBUG
DEBUG Some debug lines must provide me with ANSWERS!
19:19BUG
BUG although the time the fader object remains on screen lasts forever.... Why?
19:18FIXED
FIXED The Fader's alpha setting should no longer be an issue to other things being drawn
19:13TEST
TEST Take X
19:13STATUS
STATUS Hmmm... lost focus, again...
19:03TEST
TEST Take IX
19:03FIXED
FIXED Fixed that
19:02STUPIDITY
STUPIDITY Because the field 'show' had to be called first before asking for the class name, stupid cow
19:01TEST
TEST Brendor Take VIII
19:01DEBUG
DEBUG So this debug line must tell me why to pops up anyway
19:01BUG
BUG The error that pops up now is NOT possible at all....
18:58TEST
TEST Take VII
18:58FIXED
FIXED Incorrect boxtext referrence
18:56TEST
TEST Take VI
18:56FIXED
FIXED Code typo
18:55TEST
TEST Take IV and V
18:55FIXED
FIXED
18:55FUCKYOU
FUCKYOU How could that line disappear?
18:42SASKIA
SASKIA Note to self... No "new" keywords in SASKIA scripts
18:40DEBUG
DEBUG This debug line must explain what happened....
18:40HUH
HUH Impossible kind of error
18:34TEST
TEST Take III
18:34FIXED
FIXED code order
18:32TEST
TEST Take II
18:32FIXED
FIXED Illegal class call
18:30TEST
TEST I need to test this..... Take I
18:29LINK
LINK I've linked the fader to the main drawing routine....
14:56MEDICAL
MEDICAL The pain in my shoulder is unbearable, and working is hard now.... next to impossible... I will try to do a few things, but DON'T EXPECT TOO MUCH OF ME NOW!
14:55FIXED
10:20MEDICAL
MEDICAL My shoulder hurts.... And it's pretty bad... This may put a damper on my development work today
10:20SITE
SITE Added tag MEDICAL
10:17BUG
BUG It appears that SASKIA removes spaces from string definitions.... That should NOT happen....
10:17CONFIRMED
CONFIRMED The link-ups appear to work now, but....
10:05FIXED
FIXED Irravonia Missspelled label
10:03TEST
TEST Let's do that again!
10:02FUCKYOU
FUCKYOU now the system is whining about a non-existent issue
10:01FIXED
FIXED Music link faulty
9:58TEST
TEST Right, just running the game now to check if all chainings are in order
8:43FIXED
FIXED I did manage to get the music file right, while I was sleeping
8:35SASKIA
SASKIA I've set up a basis script, which will now just throw a few fake errors, but which do at least allow me to check if things load the way they were intended
2:03STATUS
STATUS And now I'm going to bed while the computer sets this all right.... See ya!
2:03FIXED
FIXED The failing alias for the Xenor Bushes should now be fixed
1:09NOTE
NOTE Now this is a general setup... The Kthura Map Editor is in C# not yet fully operational, and thus not everything I want to put in has been put in.... The real work is about to start now.... (and about time too).
1:08MAP
MAP Xenor Bushes
0:21JCR6
JCR6 And while I was add it I've aliassed Oregon by Wicky77 for Xenor, although you won't enter that town during chapter 1... I rather did that for testing purposes, though
0:21JCR6
JCR6 Let's do that again
0:21NOTE
NOTE It appears some music is not properly aliased....
0:16NOTE
NOTE As the Xenor Bushes were totally messed up from the beginning (as the TeddyBear Map Engine was not fully set to support obstacles well back then), I think it's better that now that I must redo most of the dungeons in Kthura anyway, that this place is redone in Kthura.... It being a forest location will probably only work out better, anyway
0:15ART
ART Texture Transfer Xenor Bushes
0:10STATUS
STATUS All Chapter banners accounted for!
0:10ART
ART Chapter 5
0:10ART
ART Chapter 4
0:09ART
ART Chapter 3
0:09ART
ART Chapter 2
0:08ART
ART Chapter 1
0:08STATUS
STATUS I can of course already get the chapter logos in, as I already got them
0:06TODO
TODO #25

I must not forget to add the call in the SASKIA script and activate it before Irravonia actually begins to speak, in the opening of her prologue dungeon. As some drastic edits to the field flow are needed for this to happen, I'll won't get started on this today.

- = 6 Aug 2019 = -
23:54STATUS
STATUS At last!
23:51TEST
TEST Eric That would make it take H
23:51TEST
TEST Again!
23:50FUCKYOU
FUCKYOU "No value" my ass!
23:48TEST
TEST Take G
23:48FIXED
FIXED Which I fixed
23:47SOLVED
SOLVED A a link error
23:45HUH
HUH Error message and provided info, does not appear to match the fact I find in the code.... This is getting stranger and stranger....
23:42TEST
TEST Take F (6 takes for code not even worth 1 cent)
23:42FIXED
FIXED Syntax Error
23:42STUPIDITY
STUPIDITY I'm always suprised how much I can blow in such a simple piece of code
23:39TEST
TEST Take E
23:39FIXED
FIXED I forgot my "self"
23:38TEST
TEST Take D
23:38FIXED
FIXED Code Typo
23:36TEST
TEST Take C
23:36FIXED
FIXED Syntax error
23:34TEST
TEST Take B
23:34GENERATION
GENERATION Generated new anyway.nil
23:34STUPIDITY
STUPIDITY Didn't work, but I forgot something important
23:33TEST
TEST Take A
23:32SASKIA
SASKIA Now properly put in the SASKIA script, let's see what'll happen now
23:29NIL
NIL I've set up the sleep routine, codenamed "Klaas Vaak"
22:40BACKUP
BACKUP Running in the background... Just too much had happened, today
22:38FAILURE
FAILURE Git was unable to see how much I shortened a file.... crap!
22:27MYSTERY
MYSTERY Aziella Well some things will forever remain a mystery, but what works that works, so let's not whine about it... :-/
22:25HUH
HUH and suddenly without any explanation it works (it had to since there was no reason not to work, but I always hate it when that happens).
22:23COCKROACH
COCKROACH The system keeps (falsely) insisting the sleep pointer is non-existent
22:14HUH
HUH Did I solve it?
22:13TEST
TEST Let's see
22:11CHEAT
CHEAT I changed my code a bit to (hopefully) cheat on that.
22:11HUH
HUH Error that is just stupidity from Lua's side
22:09TEST
TEST AndI need to test if it works as intended
22:09ART
ART Hourglass converted to png
21:58ENHANCEMENT
ENHANCEMENT I've updated the mouse features to make and easy switch between mouse pointers possible
21:41ART
ART What I did forget to note is that I made a cute hourglass for the waiting routine :P

It is in PCX now though, so I need to convert it to PNG

21:38STATUS
STATUS once that works, the first actual dungeon will be created, and then I'll have to put in player animation plus a pathfinder routine. The first plan is to convert the one I have in BlitzMax to C#.... This was a disaster before in pure Lua, but that was most of all to BlitzMax being case insensitive and Lua not requiring declarations, which was a horrible combination. Since C# DOES require declarations, case errors will be easier to spot.
21:37STATUS
STATUS The first thing I need to do is to make sure the wait routines will work... To make sure this will work in accordance with MonoGame I'm gonna set up a separate flow for that (I know I had good reasons to hate MonoGame's impractal approach and to hate callback based engines in general).
21:35CONFIRMED
CONFIRMED YES!!!! THAT WORKS!!!
21:26FIXED
FIXED This should fix, the bug that little Irravonia doesn't get herself removed fixed
21:24KTHURA
KTHURA Speaking of which I tagged child Irravonia, since she did not disappear when she had to.... Not good....
21:20KTHURA
KTHURA I placed the newest version of Kthura on Game Jolt
19:12NOTE
NOTE Of course, I got a pretty fast computer, so maybe that's not the correct way to be sure, but then again, given that this game will take months, if not more than a year to create, different standards may be due by the time this game is released.
19:11DEBUG
DEBUG I've also used the data to calculate the FPS, which appears to be 60+, which is pretty high, so it looks like speed is not gonna be my biggest issue
17:31TECHNO
TECHNO These values also show me that the "sleep" flow I've in mind can safely make it and error on value 0.... That would be too fast anyway....
17:30NOTE
NOTE When I go out I see the Draw timer go down, but the update timer remain stable... That too looks good to me...
17:29DEBUG
DEBUG In debug mode I see the Update and Draw times being 1 milliseconds all the time, which looks good to me...
17:27DEBUG
DEBUG I made it possible for NALA to show the times elapsed if the debug feature has been turned on by the scripts
17:14LINK
LINK I've linked these from the CORE to the communication API, which should now result into NIL and Lua into being able to get the correct values
16:55NALA
NALA I've added a few timing routines to NALA, or rather, routines I can use to make MonoGame send through some timer data to NIL and Lua.... Calling the values from Lua and NIL is already possible, however they will for now always be 0
14:38TEST
TEST Merya And let's try this again, shall we?
14:38POWERSHELL
POWERSHELL Ran my rebuild script
14:38FIXED
FIXED Fixed this
14:37STUPIDITY
STUPIDITY Yeah, this tag might be a better one!
14:37SOLVED
SOLVED Missing constructors..... I feel so idiot now
14:35INVESTIGATION
INVESTIGATION Very well, it is clear now the map loader ceased working.... And I suppose it's the underlying TMap library that is causing this to happen THIS time
14:32INVESTIGATION
INVESTIGATION Well, let's investigate our little error, shall we?
11:36DONE
DONE I needed a little break
9:56NOTE
NOTE Hmm.... perhaps I should put in a little error catcher in my Nala build scripte
9:50TEST
TEST Take Twee
9:50FIXED
FIXED UTFix
9:48TEST
TEST I was too tired to start testing yesterday, so let's get onto that now, shall we?
- = 5 Aug 2019 = -
23:36STATUS
STATUS See ya!
23:36GITHUB
GITHUB And I had to update some repositories
23:22DONE
DONE

Kill object routines for Kthura

21:34CONFIRMED
CONFIRMED Merya Layer switch works now!
21:23TEST
TEST Let's see what happens!
21:23FIXED
FIXED I fixed that (I think)
21:23SOLVED
SOLVED I think I found the "evil".... SASKIA did compile the MOV request into a function, but did not actually EXECUTE the function....
21:19DEBUG
DEBUG I really gotta do more research :-/
20:50DEBUG
DEBUG Now an extra debug line in SASKIA to get some answers
20:49HUH
HUH The logs show the request to change layers (as done per SASKIA script) was not even performed at all
20:44DEBUG
DEBUG Added a temp line to the Kthura glue code.... Hopefully I'll get an answer that way
20:42BUG
BUG For starters, why does the layer not change when that should have happened?
20:42CONFIRMED
CONFIRMED So far so good... Still a few things need to be done
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